• Title/Summary/Keyword: human-machine systems

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A Study on Infra-Technology of RCP Interaction System

  • Kim, Seung-Woo;Choe, Jae-Il
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1121-1125
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    • 2004
  • The RT(Robot Technology) has been developed as the next generation of a future technology. According to the 2002 technical report from Mitsubishi R&D center, IT(Information Technology) and RT(Robotic Technology) fusion system will grow five times larger than the current IT market at the year 2015. Moreover, a recent IEEE report predicts that most people will have a robot in the next ten years. RCP(Robotic Cellular Phone), CP(Cellular Phone) having personal robot services, will be an intermediate hi-tech personal machine between one CP a person and one robot a person generations. RCP infra consists of $RCP^{Mobility}$, $RCP^{Interaction}$, $RCP^{Integration}$ technologies. For $RCP^{Mobility}$, human-friendly motion automation and personal service with walking and arming ability are developed. $RCP^{Interaction}$ ability is achieved by modeling an emotion-generating engine and $RCP^{Integration}$ that recognizes environmental and self conditions is developed. By joining intelligent algorithms and CP communication network with the three base modules, a RCP system is constructed. Especially, the RCP interaction system is really focused in this paper. The $RCP^{interaction}$(Robotic Cellular Phone for Interaction) is to be developed as an emotional model CP as shown in figure 1. $RCP^{interaction}$ refers to the sensitivity expression and the link technology of communication of the CP. It is interface technology between human and CP through various emotional models. The interactive emotion functions are designed through differing patterns of vibrator beat frequencies and a feeling system created by a smell injection switching control. As the music influences a person, one can feel a variety of emotion from the vibrator's beats, by converting musical chord frequencies into vibrator beat frequencies. So, this paper presents the definition, the basic theory and experiment results of the RCP interaction system. We confirm a good performance of the RCP interaction system through the experiment results.

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An Innovative Approach to Track Moving Object based on RFID and Laser Ranging Information

  • Liang, Gaoli;Liu, Ran;Fu, Yulu;Zhang, Hua;Wang, Heng;Rehman, Shafiq ur;Guo, Mingming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.1
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    • pp.131-147
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    • 2020
  • RFID (Radio Frequency Identification) identifies a specific object by radio signals. As the tag provides a unique ID for the purpose of identification, RFID technology effectively solves the ambiguity and occlusion problem that challenges the laser or camera-based approach. This paper proposes an approach to track a moving object based on the integration of RFID and laser ranging information using a particle filter. To be precise, we split laser scan points into different clusters which contain the potential moving objects and calculate the radial velocity of each cluster. The velocity information is compared with the radial velocity estimated from RFID phase difference. In order to achieve the positioning of the moving object, we select a number of K best matching clusters to update the weights of the particle filter. To further improve the positioning accuracy, we incorporate RFID signal strength information into the particle filter using a pre-trained sensor model. The proposed approach is tested on a SCITOS service robot under different types of tags and various human velocities. The results show that fusion of signal strength and laser ranging information has significantly increased the positioning accuracy when compared to radial velocity matching-based or signal strength-based approaches. The proposed approach provides a solution for human machine interaction and object tracking, which has potential applications in many fields for example supermarkets, libraries, shopping malls, and exhibitions.

A Research on Blockchain-based Copyright Protection for Computational Creativity (컴퓨터적 창의력을 위한 블록체인 기반 저작권 보호 연구)

  • Lee, Eun Mi
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.23-29
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    • 2018
  • Computational creativity is a field of artificial intelligence research to replicate creativity of human beings, creating works in various fields or helping human authors. The copyright of works produced by computational creativity has not been established in most countries yet, however, there will be the need for systems to protect the copyrights with the development of the technology in the future. In this paper, we propose a copyright protection system based on blockchain technology that protects the copyright of various contributors contributing to the creation of computer creative creativity, and transparently and safely records the contribution of copyrighted works. The proposed system records the contribution of all related works from the machine learning of computer creativity to the creation of the final work on the blockchain so that it is possible to establish quantitative evaluation criteria for the copyright when the future copyright law system is revised.

Analyzing and Solving GuessWhat?! (GuessWhat?! 문제에 대한 분석과 파훼)

  • Lee, Sang-Woo;Han, Cheolho;Heo, Yujung;Kang, Wooyoung;Jun, Jaehyun;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.45 no.1
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    • pp.30-35
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    • 2018
  • GuessWhat?! is a game in which two machine players, composed of questioner and answerer, ask and answer yes-no-N/A questions about the object hidden for the answerer in the image, and the questioner chooses the correct object. GuessWhat?! has received much attention in the field of deep learning and artificial intelligence as a testbed for cutting-edge research on the interplay of computer vision and dialogue systems. In this study, we discuss the objective function and characteristics of the GuessWhat?! game. In addition, we propose a simple solver for GuessWhat?! using a simple rule-based algorithm. Although a human needs four or five questions on average to solve this problem, the proposed method outperforms state-of-the-art deep learning methods using only two questions, and exceeds human performance using five questions.

Two person Interaction Recognition Based on Effective Hybrid Learning

  • Ahmed, Minhaz Uddin;Kim, Yeong Hyeon;Kim, Jin Woo;Bashar, Md Rezaul;Rhee, Phill Kyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.751-770
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    • 2019
  • Action recognition is an essential task in computer vision due to the variety of prospective applications, such as security surveillance, machine learning, and human-computer interaction. The availability of more video data than ever before and the lofty performance of deep convolutional neural networks also make it essential for action recognition in video. Unfortunately, limited crafted video features and the scarcity of benchmark datasets make it challenging to address the multi-person action recognition task in video data. In this work, we propose a deep convolutional neural network-based Effective Hybrid Learning (EHL) framework for two-person interaction classification in video data. Our approach exploits a pre-trained network model (the VGG16 from the University of Oxford Visual Geometry Group) and extends the Faster R-CNN (region-based convolutional neural network a state-of-the-art detector for image classification). We broaden a semi-supervised learning method combined with an active learning method to improve overall performance. Numerous types of two-person interactions exist in the real world, which makes this a challenging task. In our experiment, we consider a limited number of actions, such as hugging, fighting, linking arms, talking, and kidnapping in two environment such simple and complex. We show that our trained model with an active semi-supervised learning architecture gradually improves the performance. In a simple environment using an Intelligent Technology Laboratory (ITLab) dataset from Inha University, performance increased to 95.6% accuracy, and in a complex environment, performance reached 81% accuracy. Our method reduces data-labeling time, compared to supervised learning methods, for the ITLab dataset. We also conduct extensive experiment on Human Action Recognition benchmarks such as UT-Interaction dataset, HMDB51 dataset and obtain better performance than state-of-the-art approaches.

Computer vision and deep learning-based post-earthquake intelligent assessment of engineering structures: Technological status and challenges

  • T. Jin;X.W. Ye;W.M. Que;S.Y. Ma
    • Smart Structures and Systems
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    • v.31 no.4
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    • pp.311-323
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    • 2023
  • Ever since ancient times, earthquakes have been a major threat to the civil infrastructures and the safety of human beings. The majority of casualties in earthquake disasters are caused by the damaged civil infrastructures but not by the earthquake itself. Therefore, the efficient and accurate post-earthquake assessment of the conditions of structural damage has been an urgent need for human society. Traditional ways for post-earthquake structural assessment rely heavily on field investigation by experienced experts, yet, it is inevitably subjective and inefficient. Structural response data are also applied to assess the damage; however, it requires mounted sensor networks in advance and it is not intuitional. As many types of damaged states of structures are visible, computer vision-based post-earthquake structural assessment has attracted great attention among the engineers and scholars. With the development of image acquisition sensors, computing resources and deep learning algorithms, deep learning-based post-earthquake structural assessment has gradually shown potential in dealing with image acquisition and processing tasks. This paper comprehensively reviews the state-of-the-art studies of deep learning-based post-earthquake structural assessment in recent years. The conventional way of image processing and machine learning-based structural assessment are presented briefly. The workflow of the methodology for computer vision and deep learning-based post-earthquake structural assessment was introduced. Then, applications of assessment for multiple civil infrastructures are presented in detail. Finally, the challenges of current studies are summarized for reference in future works to improve the efficiency, robustness and accuracy in this field.

Education for 4th Industrial Revolution (4차산업혁명을 준비하는 교육)

  • Park, Jae-Hwan;Ahn, Jeeyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.885-892
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    • 2018
  • A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.

A Methodology of Decision Making Condition-based Data Modeling for Constructing AI Staff (AI 참모 구축을 위한 의사결심조건의 데이터 모델링 방안)

  • Han, Changhee;Shin, Kyuyong;Choi, Sunghun;Moon, Sangwoo;Lee, Chihoon;Lee, Jong-kwan
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.237-246
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    • 2020
  • this paper, a data modeling method based on decision-making conditions is proposed for making combat and battlefield management systems to be intelligent, which are also a decision-making support system. A picture of a robot seeing and perceiving like humans and arriving a point it wanted can be understood and be felt in body. However, we can't find an example of implementing a decision-making which is the most important element in human cognitive action. Although the agent arrives at a designated office instead of human, it doesn't support a decision of whether raising the market price is appropriate or doing a counter-attack is smart. After we reviewed a current situation and problem in control & command of military, in order to collect a big data for making a machine staff's advice to be possible, we propose a data modeling prototype based on decision-making conditions as a method to change a current control & command system. In addition, a decision-making tree method is applied as an example of the decision making that the reformed control & command system equipped with the proposed data modeling will do. This paper can contribute in giving us an insight of how a future AI decision-making staff approaches to us.

Trends of Semantic Web Services and Technologies : Focusing on the Business Support (비즈니스를 지원하는 시멘틱 웹서비스와 기술의 동향)

  • Kim, Jin-Sung;Kwon, Soon-Jae
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.113-130
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    • 2010
  • During the decades, considerable human interventions to comprehend the web information were increased continually. The successful expansion of the web services made it more complex and required more contributions of the users. Many researchers have tried to improve the comprehension ability of computers in supporting an intelligent web service. One reasonable approach is enriching the information with machine understandable semantics. They applied ontology design, intelligent reasoning and other logical representation schemes to design an infrastructure of the semantic web. For the features, the semantic web is considered as an intelligent access to understanding, transforming, storing, retrieving, and processing the information gathered from heterogeneous, distributed web resources. The goal of this study is firstly to explore the problems that restrict the applications of web services and the basic concepts, languages, and tools of the semantic web. Then we highlight some of the researches, solutions, and projects that have attempted to combine the semantic web and business support, and find out the pros and cons of the approaches. Through the study, we were able to know that the semantic web technology is trying to offer a new and higher level of web service to the online users. The services are overcoming the limitations of traditional web technologies/services. In traditional web services, too much human interventions were needed to seek and interpret the information. The semantic web service, however, is based on machine-understandable semantics and knowledge representation. Therefore, most of information processing activities will be executed by computers. The main elements required to develop a semantic web-based business support are business logics, ontologies, ontology languages, intelligent agents, applications, and etc. In using/managing the infrastructure of the semantic web services, software developers, service consumers, and service providers are the main representatives. Some researchers integrated those technologies, languages, tools, mechanisms, and applications into a semantic web services framework. Therefore, future directions of the semantic web-based business support should be start over from the infrastructure.

A Study on Implementation of Ubiquitous Home Mess-Cleanup Robot (유비쿼터스 홈 메스클린업 로봇의 구현에 관한 연구)

  • Cha Hyun-Koo;Kim Seung-Woo
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.1011-1019
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    • 2005
  • In this paper, Ubiquitous Home Mess-Cleanup Robot(UHMR), which has a practical function of the automatic mess-cleanup, is developed. The vacuum-cleaner had made the burden of house chore lighten but the operation labour of a vacuum-cleaner had been so severe. Recently, the cleaning robot was producted to perfectly solve the cleaning labour of a house but it also was not successful because it still had a problem of mess-cleaning, which was the clean-up of big trash and the arrangement of newspapers, clothes, etc. The cleaning robot is to just vacuum dust and small trash but has no function to arrange and take away before the automatic vacuum-cleaning. For this reason, the market for the cleaning robot is not yet built up. So, we need a design method and technological algorithm of new automatic machine to solve the problem of mess-cleanup in house. It needs functions of agile automatic navigation, novel manipulation system for mess-cleanup. The automatic navigation system has to be controlled for the full scanning of living room, to recognize the absolute position and orientation of tile self, the precise tracking of the desired path, and to distinguish the mess object to clean-up from obstacle object to just avoid. The manipulate,, which is not needed in the vacuum-cleaning robot, must have the functions, how to distinguish big trash to clean from mess objects to arrange, how to grasp in according to the form of mess objects, how to move to the destination in according to mess objects and arrange them. We use the RFID system to solve the problems in this paper and propose the reading algorithm of RFID tags installed in indoor objects and environments. Then, it should be an intelligent system so that the mess cleaning task can be autonomously performed in a wide variety of situations and environments. It needs to also has the entertainment functions for the good communication between the human and UHMR. Finally, the good performance of the designed UHMR is confirmed through the results of the mess clean-up and arrangement.